Archive for Axis & Allies ForuMINI Specialised in the World War II Axis & Allies Miniatures and War At Sea Games
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doganpc
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A battle in Denmark Strait.0535 24th of May 1941, German ships are spotted by the Royal Navy after pursuing them throughout the night. The Vice-Admiral chooses to engage rather than wait for more support to arrive. The decision to attack, being made despite disadvantages, ultimately proved fatal for the crew of the HMS Hood. Here I present a scenario themed around this encounter. It is not designed to replay history, but instead takes elements of history and rolls them into a nice playable scenario for two players.
The English have changed the course of their Battleships Prince of Wales and Hood to intercept the Bismarck as she heads through the straits. The cruisers Suffolk and Norfolk shadow the engagement ready to step in and challenge Prinz Eugen. Unfortunately the Royal Navy information is a little incorrect and they still believe the lead ship to be the Bismarck. Now its up to you to play out what happens.
Ships:
RN: Norfolk(Canberra), Suffolk(Kent), Prince of Wales(PoW), Hood
KM: Prinz Eugen(PrinzE), Bismark
Setup:
Set the Norfolk & Suffolk aside. PoW starts in sector F2 while Hood starts in sector F3. PrinzE and Bismark both start in A7. However, instead of placing PrinzE place a second Bismark (Tirpitz model ideal) in the sector. This ship will represents assumptions made by the Royal Navy. The German player should hide the PrinzE card under the card of the ship representing it.
Play:
Before the initiative for each round takes place the Royal Navy player rolls 2d6 and adds whatever turn it is (2d6+1,2,3) on a 12 or higher the Suffolk enters the battle from any point within column K. On the first turn the German player automatically wins initiative and no ship may be destroyed by a vital armor hit, Fatal Flaw still counts. Damage scored against Bismark and/or PrinzE should be kept quiet. At the end of the English players first surface gunnery phase reveal which ship is/was the PrinzE and roll for its chase the salvos ability. Then, transfer all face down damage tokens in effect to it. Play resumes as normal with the German player taking his/her surface gunnery phase. Remember to roll for the cruisers Suffolk and Norfolk before initiative and the second time a 12 or higher is rolled, Norfolk enters the battle along any part of column K. You can stop rolling when both English cruisers are in play.
Historical Limitations (optional): Until PrinzE is revealed both Hood and PoW must fire on the same ship. Hoods fatal flaw can only triggered by an extended range shot. Norfolk and Suffolk are also too far away to become involved, so do not roll for their entry.
End:
Points: RN(130) vs KM(70)
KM wins: If the Bismarck stays afloat while sinking the Hood and either crippling/destroying PoW or destroying Suffolk & Norfolk.
RN wins: if they sink the Bismark and PrinzE.
Its a draw: if Bismarck, PrinzE, Hood, and PoW are sunk.
Dogan
I'd play without the limitations, they are there for those who get into that.
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afilter
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I really like the hidden Prinz Eugen aspect of this scenario. Heading to the LGS tonight since my daughter is hosting a sleep over. We will give it a test run.
Only one suggestion for those of us that did not keep 2 Bismarks I suggest putting a label on the bottom of Tirpitz/Bismark as to which is Prinz Eugen and Bismark this will keep the opponent guessing unitl it is revealed.
Nice Job!
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Greyh Seer
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The hidden Prinz Eugen rule is very cool and unique. I like it. Have you playtested this yet?
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doganpc
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| afilter wrote: | | Only one suggestion for those of us that did not keep 2 Bismarks I suggest putting a label on the bottom of Tirpitz/Bismark as to which is Prinz Eugen and Bismark this will keep the opponent guessing unitl it is revealed. | I opted to slip the PrinzE card under the "fake".
Playtesting failed to bring in either cruiser (we kept rolling lower as turns got higher) and about 80% RN win rate. A lot has to go right for the KM, however every game proved to be a game. Only 1 instant blow out and that was due to horrible one sided dice rolls.
Dogan
Thanks for playing.
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afilter
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Played it 4 times tonight went very well. 3-1 in favor of RN, all were good games lasting 4 or more turns. In 3 games 1 cruiser made it and 1 game both briefly. The one KM win was a blow out and 1 RN win was a late game blow out with Hood Vitaling Bismark and PoW vitaling PE in the same turn. In one game the RN took a unique approach and retreated to row K hoping the cruisers would come up for support.
One question: Turn one states no vital kills....is that only for turn one or is the intention for the entire game?
We used stickers on the bottom of the ship as I only have 1 Bismark and 1 Tirpitz.
Really a fun scenario and acually used it to introduce two newer players to the game at the LGS tonight. Actually pulled them away from SWM.
Great Job!
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doganpc
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| afilter wrote: | Played it 4 times tonight went very well. 3-1 in favor of RN, all were good games lasting 4 or more turns. In 3 games 1 cruiser made it and 1 game both briefly. The one KM win was a blow out and 1 RN win was a late game blow out with Hood Vitaling Bismark and PoW vitaling PE in the same turn. In one game the RN took a unique approach and retreated to row K hoping the cruisers would come up for support.
One question: Turn one states no vital kills....is that only for turn one or is the intention for the entire game?
We used stickers on the bottom of the ship as I only have 1 Bismark and 1 Tirpitz.
Really a fun scenario and acually used it to introduce two newer players to the game at the LGS tonight. Actually pulled them away from SWM.
Great Job! | Excellent to hear, and your games results seemed to match what we got here. The cruisers seem to be a far off tease, i'll have to think about how to make them more of an option. Would the Bismark run if she could focus on taking out Hood and those two cruisers for an "escapist win?" What if they were triggered by Hoods Fatal Flaw? Some things I'll have to try out. As for the vital kills restriction, just the first turn, and its really there to make the game last more than 1 turn; because I practically force the conflict in that first turn.
"Historically" I'm saying that due to the angle of attacks in those first salvos the Hood and PoW cannot bring enough firepower to vitally strike a ship, while Bismarck and PrinzE have a narrower target to shoot. The fatal flaw still works, cause its just that and does not require anything more than a lucky shot. After they get into range and exchange opening salvos the ships can maneuver better to bring all guns to bear on target.
Dogan
A KM win pretty much requires the 4sixes fatal flaw shot. Crippling Strike from PrinzE helps. Chase the salvos is a 9 die gift.
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The_lucky_Y
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would suggest raising PoW jammed mount dice roll trigger up to 3 instead of 1 original.
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Greyh Seer
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| The_lucky_Y wrote: | | would suggest raising PoW jammed mount dice roll trigger up to 3 instead of 1 original. |
That's a great idea. It will help to balance the scenario a little and also give it another little historical edge.
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